webxr-input-profiles
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touch-v3 controller assets have rotation/position offset when using Quest + Link
Describe the bug
To Reproduce Steps to reproduce the behavior:
- Attach Oculus Quest to desktop PC and enable Link
- Go to https://immersive-web.github.io/webxr-samples/input-profiles.html
- Click on "Enter VR"
- Place controller circle on a flat surface
- Observe position and rotation error in VR compared to real world
- Place controller circles against each other
- Observe position and rotation error in VR compared to real world
On Quest in the Oculus browser, orientation is correct; when you repeat the above on Quest with Link disabled you get a pretty perfect match between real world and virtual objects.
Expected behavior Quest + Link controller model should match real-world orientation and position.
Screenshots
In VR via Quest + Link - note that there's not only a position but also a rotation offset (both are tilted outwards)
Oculus Home via Quest + Link controller orientation
Real-world orientation
Version Latest used on https://immersive-web.github.io/webxr-samples/input-profiles.html
Desktop (please complete the following information):
- OS: [Windows]
- 3D engine: [all]
- Browser [chrome]
@cabanier do you know if this is an issue with Oculus controllers?
@Artyom17 and I have brought this up before as something that WebXR could address.. The controllers need an additional offset to be perfectly placed and we ended up hardcoding that in our code.
For reference, this is the issue.
Thanks for linking! Just to confirm that I get this right – the Oculus Browser on Quest applies custom offsets so that the controller models actually line up with the controllers? And the "better" fix would be that the offsets are fixed in this repo, and then the offset in Oculus Browser has to be removed?